The Crown
Disciplined, coordinated and committed to one shared direction.
PLAYER HANDBOOK
Everything an Operator needs to finish a battle: controls, equipment, power, objectives, victory, joining and safe Community participation.
WHAT IS SCI-FI SPACE BATTLE?
The Intelligence ended scarcity and made war impossible.
It could not make humanity agree.
When the Crown and the Roots cannot decide what comes next, the Games decide.
Disciplined, coordinated and committed to one shared direction.
Communal, independent and committed to many possible futures.
Overwhelmingly powerful, impartial in the Games and unwilling to permit real warfare.
Safe simulations. Ships and structures can be lost; Operators cannot. Both sides accept that the outcome matters outside the arena.
FIRST BATTLE
Owning the field is not victory. You must disable the exposed reactor and complete the automatic capture.
SYSTEMS ARCHIVE
These are the current player-visible ships, installed equipment, objectives, power parts and arena silhouettes. Each image is captured from the production Systems Archive with the same models and materials used by the game.
SHIP
Fast multirole craft for branch defence, relay placement and strikes.
PRIMARY WEAPON
An articulated energy weapon for ships, tower hulls and the exposed reactor.
SECONDARY WEAPON
A dorsal cassette with three separately charged cells.
ORDNANCE
Kinetic rounds favour hull and structures; EMP favours shields.
CONSTRUCTION
A permanent neutral socket, two-leaf hatch and lift for one fixed-size tower.
POWER NETWORK
Extends a connected team branch and supplies nearby friendly ships.
CONTESTED OBJECTIVE
A heavier central grid anchor that shapes routes, supply and territory score.
POWER ROUTE
The visible path between strategic sockets.
POWER ROUTE
Makes a branch or change of direction easy to read.
TEAM BASE
Your power root, return point, strongest local supply and final objective.
FINAL OBJECTIVE
The bulkhead seals the rear chamber until the hangar is exposed.
COVER
A compact line-of-fire break.
COVER
An extended screen that shapes a firing lane.
COVER
An L-shaped screen with one open tactical quadrant.
ARENA EDGE
A raised physical edge that contains the battle platform.
STRUCTURE
A sealed two-level navigation and visibility block.
STRUCTURE
The taller Hab silhouette and a major sightline break.
DECK
The common traversable foundation of an arena.
DAMAGED DECK
Traversable battle damage with exposed planetary substrate.
LANDMARK
A route separator and substantial visibility break.
FLIGHT & COMBAT
The in-game Player Settings screen is authoritative for your saved bindings. These are the defaults.
ENERGY & POWER
Movement authority, boosting, weapons, relay construction, shields and recovery all depend on energy. The hangar and nearby powered friendly sockets restore it. Supply weakens toward the edge of coverage and overlapping friendly sources do not stack.
One boost commits roughly a third of maximum ship energy. At zero energy the Pulseframe keeps emergency movement, but only at a visible crawl, and plasma fire slows dramatically.
Three cells begin charged. Friendly supply first protects a useful ship-energy reserve, then charges incomplete cells. Kinetic and EMP each reserve one charged cell plus ship energy; a Decoy Flare spends one cell and less ship energy on its own recovery timer.
Death preserves remaining cell charge and partial progress. A pending launch is cancelled.
Ship shields take the first accepted hit; armour follows when the shield is absent. A destroyed ship waits for authority to reserve a clear reconstruction bay, then returns through the same stable team slot. Queued ships never stack on a busy pad.
Commissioned hostile relays and power cores drain nearby intruders. Move through cover, attack from a viable supplied route and retain enough energy to get home. A disconnected hostile tower is dormant, but it still has to be physically cleared before the base assault.
Every friendly operational link back to the hangar keeps the branch powered.
Isolation changes power immediately; it does not remove the physical towers.
The farther powered relay screens inward. Equal-depth cross-links do not screen either tower.
FINAL ASSAULT
Destroy every remaining hostile field tower. Merely isolating or owning most of the field is not enough.
The HUD changes the enemy hangar defence state and its energy bulkhead drops.
Fire through the open doorway until reactor integrity reaches zero. The damaged reactor then stops blocking the room.
Capture begins automatically. There is no capture button.
Stay inside and alive. Leaving or being destroyed interrupts and resets the attempt; defenders should force exactly that.
Use cover to preserve the energy and ships needed for the hold, not only for the reactor burst.
Target cues, line of sight and energy state matter more than firing every weapon immediately.
COMBAT LANGUAGE
The current route—extend, cut, clear towers, disable reactor or hold capture. Follow this first.
How much qualifying defence still protects a hangar. Only exposed admits reactor damage.
Whether an owned structure has an active friendly path to its hangar root.
A relay field supplied by a farther powered friendly relay. It is normally invisible and briefly reveals where a hostile shot lands.
The remaining physical health of a relay, core tower or exposed reactor.
Identity, range, bearing, line of sight, lock progress and intercept cue for the selected hostile.
Three finite secondary-weapon stores, each shown as charged, charging or empty.
A team tower marker that can direct a bounded Agent strike wing. Repeat it, or designate no eligible tower, to clear it.
Node ownership contributes to timeout standing; a completed hangar capture remains the primary victory.
An Operator is human. An Agent flies an unclaimed stable slot under the same battle rules until a human takes control.
ACCOUNT & AVAILABILITY
DOWNLOAD
Get the game from the official download panel. Choose the universal build for most Macs or the listed Windows choice. Compare the complete SHA-256 shown with the download.
AVAILABILITY
Server availability is shown on the home page. Choose an available server from inside the game. If official online play is closed, downloads, local play and the Community remain available.
ONGOING BATTLES
Joining does not restart or resize the battle. You inherit that slot's team, ship, objective state and remaining match state; when you leave, its Agent resumes.
ACCOUNT
Use Account to sign in, link a game client, review active sessions or recover access. Never post recovery codes or device credentials on the Board.
COMMUNITY EXPECTATIONS
No harassment, hate, threats, sexual content, doxxing, impersonation, spam or cheating. Report exploits privately; do not publish personal information.
Your handle, account security records, Board activity and authoritative per-match aggregate statistics. The Community record does not need your realtime input stream or precise movement history.
This invited alpha is not for children under 13. Operators aged 13–17 should participate only with a parent or guardian's permission and must not share personal details.
Use Report on Board content for private moderation review. For an appeal, privacy request or technical issue, start a Technical Help thread without sensitive details and privately report it for staff follow-up.
Deactivation removes your old handle from public profiles and standings; retained Board posts are attributed to Former Operator. Anonymized aggregate match and audit records remain available for alpha integrity.
MACOS ALPHA
The current macOS alpha is not Developer ID signed or notarized. Expect an explicit macOS first-launch confirmation. Never disable platform security globally, and never approve a download whose SHA-256 differs from the official page.
CAN'T JOIN
Confirm that an official server is listed and that your complete game version matches it. If none is listed, official online play is not open at the moment.
STUCK IN BATTLE
If the base remains fortified, clear the remaining hostile field towers. If it is exposed, destroy the reactor. If the reactor is disabled, enter and hold the marked capture radius.
FEEDBACK
Use the Community Board for bugs and suggestions without personal details. Include what you expected, what happened and the map or match step. Use private Report for sensitive follow-up.